Refuse websocket upgrades with HTTP statuses, not close codes
A close() before accept() carries the HTTP status of the refused
upgrade, not a WebSocket close code: RSGI (granian) uses the value
verbatim as the response status, so 4401 panicked on the invalid status
(InvalidStatusCode) and — granian being built with panic = "abort" —
aborted the worker and took the whole app down. ASGI servers answer 403
regardless, and browsers report a refused handshake as an abnormal close
(1006), so the 4401/4403/4404 codes never reached clients anyway.
Reject 401/404/403 to mirror GET /api/games/{id}, and classify a failed
first connection in the game page through the REST API so players still
see "session expired" / "game no longer available" instead of a retry
loop. Add a regression test asserting every pre-accept rejection uses a
status in the HTTP range.
This commit is contained in:
+26
-9
@@ -87,16 +87,33 @@ pub async fn join_preview(code: &str) -> Result<Option<JoinPreview>, String> {
|
||||
resp.json().await.map(Some).map_err(|e| e.to_string())
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub async fn game_state(game_id: &str) -> Result<GameView, String> {
|
||||
let resp = Request::get(&format!("/api/games/{game_id}"))
|
||||
.send()
|
||||
.await
|
||||
.map_err(|e| e.to_string())?;
|
||||
if !resp.ok() {
|
||||
return Err(server_error(resp.status()));
|
||||
/// Why a game connection failed before the first snapshot arrived.
|
||||
///
|
||||
/// A refused WebSocket handshake is invisible to the browser: the close
|
||||
/// event reports an abnormal closure (1006) with no HTTP status, so the
|
||||
/// game page asks the REST API to tell a deliberate rejection from a
|
||||
/// transient network problem.
|
||||
pub enum GameEntry {
|
||||
/// Not logged in (`401` from `GET /api/games/{id}`).
|
||||
Unauthenticated,
|
||||
/// Unknown game (`404`) or the user is not seated (`403`).
|
||||
Unavailable,
|
||||
/// The API could not be asked (or answered unexpectedly): treat the
|
||||
/// connection loss as transient and retry.
|
||||
Transient,
|
||||
}
|
||||
|
||||
/// Classify a failed game connection via `GET /api/games/{game_id}`,
|
||||
/// mirroring the statuses used to refuse the websocket upgrade.
|
||||
pub async fn probe_game(game_id: &str) -> GameEntry {
|
||||
match Request::get(&format!("/api/games/{game_id}")).send().await {
|
||||
Ok(resp) => match resp.status() {
|
||||
401 => GameEntry::Unauthenticated,
|
||||
403 | 404 => GameEntry::Unavailable,
|
||||
_ => GameEntry::Transient,
|
||||
},
|
||||
Err(_) => GameEntry::Transient,
|
||||
}
|
||||
resp.json().await.map_err(|e| e.to_string())
|
||||
}
|
||||
|
||||
pub async fn my_matches(cursor: Option<&str>) -> Result<MatchesPage, String> {
|
||||
|
||||
+30
-13
@@ -4,7 +4,9 @@ use std::cell::RefCell;
|
||||
use std::rc::Rc;
|
||||
|
||||
use sycamore::prelude::*;
|
||||
use wasm_bindgen_futures::spawn_local;
|
||||
|
||||
use crate::api;
|
||||
use crate::components::card::{card_back, card_img};
|
||||
use crate::components::summary::{hand_summary_modal, summary_rows};
|
||||
use crate::components::toast::toast;
|
||||
@@ -135,23 +137,38 @@ fn start_connect(id: Rc<String>, ctx: ConnCtx, alive: Rc<Cell<bool>>) {
|
||||
let on_close = {
|
||||
let id = id.clone();
|
||||
let alive = alive.clone();
|
||||
move |code: Option<u16>| {
|
||||
move |_code: Option<u16>| {
|
||||
if !alive.get() {
|
||||
return;
|
||||
}
|
||||
ctx.closed.set(true);
|
||||
match code {
|
||||
Some(4401) => {
|
||||
ctx.fatal.set(true);
|
||||
ctx.error
|
||||
.set(Some("Session expired — please log in again.".to_string()));
|
||||
}
|
||||
Some(4403) | Some(4404) => {
|
||||
ctx.fatal.set(true);
|
||||
ctx.error
|
||||
.set(Some("This game is no longer available.".to_string()));
|
||||
}
|
||||
_ => schedule_retry(id.clone(), ctx, alive.clone()),
|
||||
if ctx.game.get_clone().is_none() && ctx.attempts.get() == 0 {
|
||||
// The connection ended before any snapshot arrived. A
|
||||
// refused handshake looks exactly like a network drop to
|
||||
// the browser (close code 1006, no HTTP status), so ask
|
||||
// the API whether the server deliberately rejected us —
|
||||
// in which case retrying is pointless — or the loss was
|
||||
// transient. Only on the first failure: later attempts
|
||||
// are governed by the retry backoff.
|
||||
let id = id.clone();
|
||||
let alive = alive.clone();
|
||||
spawn_local(async move {
|
||||
match api::probe_game(&id).await {
|
||||
api::GameEntry::Unauthenticated => {
|
||||
ctx.fatal.set(true);
|
||||
ctx.error
|
||||
.set(Some("Session expired — please log in again.".to_string()));
|
||||
}
|
||||
api::GameEntry::Unavailable => {
|
||||
ctx.fatal.set(true);
|
||||
ctx.error
|
||||
.set(Some("This game is no longer available.".to_string()));
|
||||
}
|
||||
api::GameEntry::Transient => schedule_retry(id, ctx, alive),
|
||||
}
|
||||
});
|
||||
} else {
|
||||
schedule_retry(id.clone(), ctx, alive.clone());
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
+5
-2
@@ -55,8 +55,11 @@ impl GameSocket {
|
||||
/// could not be created.
|
||||
///
|
||||
/// `on_close` fires exactly once when the connection ends; it receives the
|
||||
/// server close code when one was sent (e.g. 4401 unauthenticated, 4403 not
|
||||
/// seated, 4404 unknown game) or `None` for an abnormal network loss.
|
||||
/// server close code when one was sent (e.g. 1000 for a normal closure) or
|
||||
/// `None` for an abnormal loss. A *refused* handshake is not distinguishable
|
||||
/// here: browsers report it as an abnormal closure (1006) and never expose
|
||||
/// the HTTP status the server answered with, so callers must classify the
|
||||
/// failure out of band.
|
||||
pub fn connect(
|
||||
game_id: &str,
|
||||
on_message: impl Fn(ServerMessage) + 'static,
|
||||
|
||||
Reference in New Issue
Block a user